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Disclaimer This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership, copyrights and intellectual property of Dungeons and Dragons and any affiliated works. Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and prior art. Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them. Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members. Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing. If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will remove your works from this PDF. Now that I have covered my backside, on with the list.

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Page 1: This PDF is a part of fan site work. It makes no challenges of … User And... · 2008-10-13 · Disclaimer This PDF is a part of fan site work. It makes no challenges of ownership

Disclaimer

This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership,

copyrights and intellectual property of Dungeons and Dragons and any affiliated works.

Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and

prior art.

Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them.

Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members.

Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo

Publishing.

If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will

remove your works from this PDF.

Now that I have covered my backside, on with the list.

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Magic Users / Elves Spell List5th Level Spells: Page #:

Acid Arrows (Cab) 04Animate Rope V (wiseman207) 04Anti-Rope Shell (wiseman207) 04Automatic Pilot (Champions of Mystara) 05Chuck You! (Cab) 05Commune with Spirit Lord (GAZ-12) 05Confound* (GAZ-12) 06Control Gargoyle (CM-08) 06Create Normal Animals (PC-01) 06Dagger Storm (QuantumEFX) 06Deep Pockets (QuantumEFX) 07Distance Distortion (HWA 01-03) 07Elemental Protection (PC-03) 07Enhanced Ice Ball (QuantumEFX) 07Fabricate (Dawn of the Emperors) 08Feroman’s Challenge (Carl Q) 08Fiery Double (Carl Q) 09Flame Bolts (Cab) 09(The) Frozen Dead (Hollow World) 09Prepare Enchantment (Champions of Mystara) 09Remove Air (QuantumEFX) 10Spell Turning (Champions of Mystara) 10Spirit Walk (GAZ-12) 10Strength of Mind* (GAZ-12) 10Swaps (Cab) 10

6th Level Spells:

Animate Rope VI (wiseman207) 11Bailriggs Butchery (Cab) 11Carrion Reincarnation (Strange Visitor) 11Contain (Cab) 12Disguise (Dawn of the Emperors) 12Elemental Protection 10' Radius (PC-03) 12Ethereality (Cab) 12Familiar Spirit (Cab) 13Forever Amber (OculusOrbus) 13(The) Grasping Dark (HWA) 13Hydrax (Cab) 13Hydrax (PC-03) 14Madness (GAZ-12) 14Mass Charm Person (QuantumEFX) 14Mass Fear (QuantumEFX) 14

6th Level Spells: Page #:

Mort Rouge (Cab) 14Resist Turning (Cab) 15Shout (GAZ-08 ) 15Spirit Storm (GAZ-12) 15Wormhole (Cab) 15

7th Level Spells:

Animate Rope VII (wiseman207) 16Arctic Blast (Cab) 16Astral Leap (Cab) 17Blindfire (Carl Q) 17Delayed Blast Ice Ball (QuantumEFX) 18Mass Image (QuantumEFX) 18Moonbeam Edifice (Carl Q) 18Pass Rope (wiseman207) 19Planar Rekoning (Cab) 19Saved (Cab) 19Spear (Cab) 20Spell Turning (GAZ-12) 20Summon Greater Animal Spirit (GAZ-12) 20Yo Mama's Dead (QuantumEFX) 20

8th Level Spells:

Age (QuantumEFX) 21Animate Rope VIII (wiseman207) 21Blizzard (QuantumEFX) 21Cold Immunity (QuantumEFX) 21Corrosive Cloud (PC-03) 22Create Ice Monster (QuantumEFX) 22Deep Freeze (QuantumEFX) 22Duel-Shield (Dawn of the Emperors) 22Fire Trap (Carl Q) 23Ghost Buster (QuantumEFX) 23Impersonate (Dawn of the Emperors) 23Lady Luck's Blessing (QuantumEFX) 23Mass Flight (QuantumEFX) 24Mass Haste (QuantumEFX) 24Mass Infravision (QuantumEFX) 24Mass Slow (QuantumEFX) 24Power Word: Rope (wiseman207) 24

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8th Level Spells: Page #:

Regeneration (Cab) 25Slipstream Teleport (Cab) 25Symbol (CM-08) 25Symbol (QuantumEFX) 26(Fountain of) Youth (QuantumEFX) 27

9th Level Spells:

Aarenar’s Locum (Carl Q) 28Acid Rain (Geoff) 29Ambergate (Carl Q) 29Animate Rope IX (wiseman207) 30Chaos Wish (Cab) 31Comet! (QuantumEFX) 31Denial By Fire (Cab) 32Detonate (Cab) 32Fate of the Melkur (Carl Q) 33Gotterdamurung (Alex) 33Homeland (QuantumEFX) 34Kiss of Time (QuantumEFX) 36Lifesteal (QuantumEFX) 37Link (Geoff) 37Mass Confusion (QuantumEFX) 38Obscure Presence (QuantumEFX) 38Passion Play (Carl Q) 39Pearl (a.k.a. Augustus's Gopping Dragon) (Cab) 40Ravennis’ Exchange (Carl Q) 40Sleep-Curse (Dawn of the Emperors) 41Solidify (QuantumEFX) 42The Last Battle (Carl Q) 42The Thothian Enchantment (Dragon Magazine March 1991 Page 44) 44Time Gate (Carl Q) 45Transcend Life Force (GAZ 13) 45

10th Level Spells:

Disana’s Rulebook (Carl Q) 46Impact! (QuantumEFX) 48

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Magic User / Elf Spells

5th Level SpellsAcid Arrows (Cab) Range: 240' Duration: Instantaneous Effect: Up to 20 gobs of acid

An invaluable attack spell, which creates 1 bolt of acid per level of experience of the caster. The bolts fly in a straight line, each striking a target to which the caster has line of sight. All of the bolts can be aimed at one target, or they can be split between multiple foes any way the caster wishes.

Each target takes 1d6 damage per bolt, although a save versus spells is allowed for half damage.

Animate Rope V (wiseman207)Range: 10' +2' per caster level Duration: 1 turn per caster level Effect: Animate multiple lengths of rope

An enhanced version of the 4th level “Animate Rope IV” spell. The ropes are more coordinated and thus may attack a single victim in mass or execute a plan that requires each rope to perform a specific action at a specific time.

If attacking a victim each rope is treated as a 5HD monster. Each additional rope may attack as a separate attack or it may combine with the primary attack. If multiple ropes attack as one attack, the attack is treated as a 5HD monster for the 1st rope and increases by two (2) additional HD per additional rope. Thus five ropes attacking as one would strike as a 13HD monster. For damage the initial 1d4+2 stands, but for each additional rope the damage increases by +2. So the five rope attack would do 1d4+10 per strike.

If the ropes are used to bind a victim, they strike with the increase HD mentioned above. If they hit, the victim must save vs. paralysis or be bound for the duration of the spell. This save is made with a -2 penalty for each additional rope beyond the 1st. Again the 5 rope attack would strike as a 13HD monster and the victim would save with a -8 penalty.

The ropes may also be used for defensive purposes. For each rope ordered to protect the caster, or any individual the caster wishes, their AC improves by one (1). To continue the example, if the caster (AC 07) is being attacked, he/she/it orders five ropes to help defend, his/her/its AC improves to 02 (5 point improvement) for the duration of the spell.

Anti-Rope Shell (wiseman207)Range: Caster Duration: 6 turns + 1 turn per caster level Effect: No rope or rope like substance may come within 10' of the caster

This spell prevents any rope, or rope like organic substance (vines, etc.) from coming within 10' of the caster. If the caster is motionless, any rope or equivalent will stop at the protective shell automatically

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(no save). If the caster is moving, any rope or rope like organic substance will be pushed away, as if it had encountered an invisible moving wall. Once the caster has moved out of range, the rope will return to its initial position if magical or “alive” or will just remain where it is if it's mundane. Thus standard vines and rope will be left outside the path of the caster, but grabber vines will return to their original positions.

Within the field the caster, and any others, cannot be hurt by any rope or rope like organic substance. Unfortunately, if there is rope or rope like organic substances inside the shell when it is initially cast, they will be unaffected.

Automatic Pilot (Champions of Mystara) Range: 1 vessel Duration: 6 + 1 turns per level of caster Effect: Pilots a flying vessel

This spell keeps a flying vessel on a steady course. The vessel maintains speed, altitude & direction without the need for constant supervision.

While it cannot avoid a problem, any potential danger that comes within range, 50 yards per caster level, will sound an alarm and causes the vessel to slow to half speed. If no course correction is made, when the vessel comes within 100 yards of the problem, the vessel will come to a full stop.

Chuck You! (Cab) Range: 5' per level of the caster Duration: Instant Effect: One opponent is hurled away

An unusual and quite versatile combat spell, effective on giant sized or smaller opponents. Said creature will be bodily hurled up to 80' from the caster, suffering 2d6 damage (plus another 5d6 if it hits a solid obstruction), and inflicting 2d6 damage to any creature hit by the flying victim (DM's judgement whether said creatures stop the target; a kobold will be stopped by hitting an ogre, but an ogre should be hurled straight through a cloud of kobolds).

If the target makes a save versus spells, it will completely avoid the spell. A hurled foe must roll equal to or under their dexterity score on 1d20 to land on their feet, otherwise they will fall and be considered prone until they can stand up.

Commune with Spirit Lord (GAZ-12) Range: Caster Duration: 3 Turns Effect: 3 Questions

Once a month the caster may commune with his spirit guide's spirit lord, if the caster has a spirit guide. Three yes or no questions can be asked, but the spell only works once a month.

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Confound* (GAZ-12) Range: 120' Duration: 1 round per level Effect: 1d6+1 creatures

Victims of this spell must save vs. spells with a -2 penalty or begin to attack their friends and allies within 40'. If cast at a single creature, it suffers a -4 penalty. The reverse of this spell removes the effects of confound and confusion spells.

Control Gargoyle (CM-08) Range: Touch Duration: 1 day per level of caster Effect: Caster may control one gargoyle

This spell allows the caster to control one gargoyle, either directly or as a basic control spell. A gargoyle not already directly under control receives a +2 bonus to save vs. spells to resist control. A gargoyle already under control, from the caster or another caster, suffers a -2 penalty to the save. The second control spell causes the 1st spell to instantly fail and the new spell to start immediately (it doesn't cumulatively extend the duration). Multiple gargoyles can be controlled by one caster, up to his intelligence score in gargoyles, but only one can be directly controlled at once. A controlled gargoyle will fight to the death (morale 12) and follow any comment.

Basic controlled gargoyles can understand simple orders (stop anyone but me and those I allow) or may follow their instincts. Direct control allows the caster to fully take over the gargoyle's mind and control it's body as if it was the caster's. The gargoyle cannot cast spells, but all other basic gargoyle abilities are the caster's for the duration of the direct control. The caster can drop or switch direct control between multiple gargoyles instantly, but he/she/it can only ever directly control one gargoyle per round.

Direct control is mentally strenuous on the caster, as such he/she/it will be unable to cast additional spells, sleep or engage in combat while directly controlling a gargoyle. Basic control is not so strenuous and he/she/it may perform normal actions (spell casting, sleeping, fighting, etc.) while giving commands to the gargoyles

Create Normal Animals (PC-01) Range: 30' Duration: 1 turn Effects: Creates 1 or more animals.

Similar to the MU spell create normal monsters, except that only normal animals can be created.

Dagger Storm (QuantumEFX) Range: 120' Duration: 1 round Effects: Creates a number of magical daggers that attacks everything within a 8,000 cubic foot area.

This spell allows the caster to fill a 20'x20'x20' room with flying razor sharp mystical daggers. All creatures in this area, except the caster, suffer 1d6 HP damage (per caster level) regardless of AC. A save vs. spells is allowed to take half damage.

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Deep Pockets (QuantumEFX) Range: Touch Duration: Permanent Effect: Increases the storage capacity of any container or sack.

This spell creates a mini-pocket dimension within any existing sack or equivalent container. While the physical opening doesn't increase for the sack, thus limiting what can be placed into it, the carrying capacity is quadrupled while the weight remains “empty”. Thus a small sack would have a 800cn capacity while only weighing 1cn when full.

Distance Distortion (HWA 01-03) Range: 10 yards per level Duration 2 turns per caster level (4 turns per elemental HD) Effect: Travel distance is altered. Limitations: The spell only works in an environment composed entirely of one element. Elementals can only travel through their own element.

Mortals can use this spell to halve, or double if the spell is reversed, the distance needed to cover. Thus a 500 yard path can be reduced to 250 yards needed to travel or, if reversed, increased to 1,000 yards. This doesn't change the speed of those affected, so it's not a haste or slow spell, but just the distance travelled during the spell duration.

Elementals can use their connection to their native element to greatly increase their speed. If cast by an elemental, up to one mile can be covered per foot of travel. A 500 mile trip through solid stone would only be equal to 500 feet to those affected by this spell when cast by an earth elemental.

Elemental Protection (PC-03) Range: Caster Duration: 12 turns Effect: Protects caster from water based attacks

The caster suffers only half damage from any attack involving water or ice. Any attack that allows a save, a successful save results in no damage. A save is also allowed against attacks that normally don't allow saves.

Enhanced Ice Ball (QuantumEFX) Range: 250' Duration Instantaneous Effect: Explosive sphere of ice and extreme cold 40' in diameter

A basic Ice Ball that has been enhanced to do more damage (1D8 / level of caster). Cold resistant creatures take 1d6 points per level of caster. Save vs. spell for half damage.

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Fabricate (Dawn of the Emperors) Range: 10' Duration: Permanent Effect: Creates goods, materials and food.

"This is a catch-all spell which creates materials useful to adventurers and others. Food, drink, and clothing, and other soft goods may be so created. The spell may create food and drink, or cloth and leather, or softwoods and porcelain; hardwoods, stones, metals, etc. may not be created. As a rule of thumb, each casting of the spell will create one person's worth of the material in question. When it is used to make food and drink, it creates one day's rations."

Feroman’s Challenge (Carl Q)Range: 50’Duration: see belowEffect: creates illusionary foe

Created by the Master Illusionist Feroman, This spell creates an hallucinatory monster in the mind of one individual. The creature’s form and attacks vary according to the desires of the caster and the nightmares of the victim; however, it may have no more hit dice than the caster has levels. The monster may be something the target has seen, a creature of the imagination, or anything in-between.

The victim is allowed a Saving Throw vs. Spells to disbelieve the illusion when the monster first appears; a penalty of between -1 to -4 may apply, depending on how deeply in the victim’s nightmares the creature is drawn from. A successful save allows the victim to ignore the beast; a failure means he believes in it completely, and no amount of dissuading by his friends will make him believe otherwise. If the victim believes in the monster, then any and all wounds he receives become real; should he be slain by the illusion, he will be dead.

The caster must concentrate during the Challenge, and cannot defend himself if attacked; most casters will conceal themselves nearby before casting this spell. If the monster is slain, it vanishes at the moment of death, and the caster suffers 4d6 damage from the backlash (save for half damage).

If two wizards cast this spell, they may have their creatures battle each other; no saving throw to disbelieve is permitted in this case. Feroman’s Challenge may be used as the medium for Wizard’s Duels.

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Fiery Double (Carl Q) Range: 50’ Duration: 1d6 rounds, + 1 round per level of caster Effect: summons elemental duplicate of target

This spell allows the caster to summon a creature of Elemental Fire to do battle for her. The Fiery Double duplicates one foe within range; the caster must hold a piece of clothing, a hank of hair, or some other flammable item belonging to that person, which is consumed in the casting.

The Fiery Double appears as a perfect copy of the target (down to their clothing) made out of flame. It has as many HD (rolled on d6) as the target has levels - up to a maximum of half again that of the caster’s level - and carries identical weapons; these do the same basic damage, + 1d6 fire damage per round (magical pluses, and other magical abilities, are not duplicated). The Double has AC0. It cannot cast spells, but fighting skills are replicated.

The Fiery Double can attack no-one other than its target, nor can it defend itself from others. It vanishes when it reaches 0 hp, when the target is killed, or when the duration expires, whichever comes first

Flame Bolts (Cab) Range: 240' Duration: Instant Effect: Up to 20 fiery bolts

As for acid arrows, but with fire damage instead of acid.

(The) Frozen Dead (Hollow World) Range: 60' Duration: Permanent Effect: Creates Frost-Zombies

This spell allows the caster to animate zombies from dead bodies that have been interred in frozen ground. For each level of the caster, one HD of zombies may be animated. This spell also, restores the youthful appearance of the zombie, they look cold and icy but not corrupting like normal zombies.

Prepare Enchantment (Champions of Mystara) Range: 1 item Duration: 3 days per level of caster Effect: Increases chance of success for enchantment by 1% per level of caster.

This spell prepares an item to be more receptive to the enchantment process, and thus must be cast before the enchantment begins. When the spell ends, if the enchantment process isn't finished, bonus 1% per level ends.

The spell cannot prepare an already enchanted item nor can it be cast on the same item more than once.

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Remove Air (QuantumEFX) Range: 240' Duration: Concentration Effect: Removes all air from a 8,000 cubic foot area.

This spell allows the druid/MU to drain all the air from a 4,000 cubic foot area (i.e. 20'x20'x20'). All creatures that need to breath must save vs. death ray or suffocate to death. Flying creatures in the area will fall to the ground and take normal falling damage (no save). If cast at water, this will drain all the air from the water. Again all creatures in it must save vs. death ray or suffocate.

Optional Rule: Creatures that are suffocating fall unconscious in the 1st round and loose 1 HD/level per subsequent round. When they reach 0 HD/level, they are assumed to be dead. If the air is returned (via a create air spell or by loss of concentration) unconscious creatures will re-awaken in 1d4 rounds.

Spell Turning (Champions of Mystara) Range: 10' per level of caster Duration: 1 round Effect: Reflects one spell back upon the caster.

This spell counter one spell cast within range. It must be cast in the same round as the target's spell. It will not turn any spell that is cast by a higher level spell caster, magical items, spell like powers of a monster or any spell which would not normally affect a living subject such as purify food and water. In combat the caster of this spell must gain initiative that round for the spell to be effective.

Spirit Walk (GAZ-12) Range: Caster Duration: 1 hour per level Effect: Enables caster to enter the spirit world.

The spirit is able to send their spirit into the ethereal. With each 4 levels the caster can bring along another creature.

Strength of Mind* (GAZ-12) Range: Touch Duration: 12 turns Effect: Improves saves

This spell gives a +4 bonus to saves vs. death ray, wands, paralysis / turn to stone and spells. The reverse causes a -4 penalty to saves. No saving throw for this spell is allowed.

Swaps (Cab) Range: 30' Duration: Instant Effect: Swaps the caster and another creature

An unusual spell which causes the caster and target to be swapped; the caster ends up where the target was, and the target is transported to where the caster was standing. Useful to get out of a tight spot. If the target is unwilling, he or she may make a saving throw to negate the spells effect.

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6th Level SpellsAnimate Rope VI (wiseman207)Range: 10' + 5' per caster level Duration: 2 turns per caster level Effect: Animates multiple ropes

This spell has all the abilities of the 5th level “Animate Rope V” spell but with extended range and duration.

Additionally the caster may build basic structures of rope. This includes bridges, buildings, boats, statues, wagons, etc. This is limited by the length of rope controllable (which increases to 50' per caster level for each rope), its total volume and the imagination / needs of the caster.

Simple rope creatures can also be constructed with this spell, an extension of the multiple rope attack. The creature's appearance is left to the caster but it has the following stats:

Rope Monster AC: 07 (-1 per additional rope beyond the 1st) HD: 5 (+2HD per additional rope beyond the 1st) Move: 150' (50') Attacks: 1 or 2 Damage: 1d4+2 (+2 per additional rope beyond the 1st) for 1 attack or 1d4 (+1 per additional rope beyond the 1st) / 1d4 (+1 per additional rope beyond the 1st) for 2 attacks No. Appearing: Special Save As: F# per HD Morale: 12 Treasure Type: Nil Intelligence: ½ caster's Alignment: As caster XP Value: 175 (5HD) +

The rope monster can attack, defend and act on it's own accord or under the caster's orders.

Bailriggs Butchery (Cab) Range: 30' Duration: Instant Effect: 1 creature/corpse Bailrigg, Beastmaster of the Great Zoo of Thothia, created this spell to allow him to rapidly portion up monsters that had died, to separate out useful components in the heat of the desert before decomposition set in.

Upon casting, any chosen dead body within range will instantly become dissected, ordered, and labelled; each bone, muscle, organ, gland etc. will be neatly separated out and identified. While an invaluable spell for removing useful components for magical research, it is also an unpleasant attack spell. Any living creature not totally immune to cutting damage will take 1d6 points of damage per level of the caster, with a save versus spells allowed to reduce damage to half.

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Carrion Reincarnation (Strange Visitor) Range: 0’ Duration: 24 hours Effect: Personal undead transformation.

If a Chaotic magic-user is killed before the expiration of this spell, regardless of how his body is disposed of, he will rise from death as a carrion mage in one year and a day. Only the burning of the body to ashes can prevent this gruesome resurrection.

Contain (Cab) Range: Touch Duration: 1 day Effect: 1 Container

An unusual spell that turns any container into a magical, extradimensional space, rather like a bag of holding, for the duration of the spell. The capacity of the container is equal to the casters level x 500cn. Any items in the container when the duration ends (or the spell is dispelled) will spill out, possibly at high speed.

Disguise (Dawn of the Emperors) Range: Caster only Duration: 1 day Effect: Changes the caster's form

This spell allow the caster to take on the height, weight, smell, gender, appearance, and species of another human or demihuman form. Specific details and faces are not allowed, the spell will only allow a rough approximation, allowing the caster to blend in and not copy a specific person.

Elemental Protection 10' Radius (PC-03) Range: Caster Duration: 12 turns Effect: Barrier 20' in diameter

A invisible magical barrier extending 10' in all directions from the caster that provides everyone within range with the same effects as the 5th level Magic User spell "Elemental Protection".

Ethereality (Cab) Range: Touch Duration: Up to 24 hours Effect: 1 recipient

The recipient of this spell can choose to enter the ethereal plane once, any time until 24 hours after the spell is cast, and must return during the same period. The spell also provides movement on the plane at walking speed.

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Familiar Spirit (Cab) Range: 240' Duration: 2 turns per caster level Effect: 1 illusionary familiar

This illusion spell creates a single illusionary familiar (halfling sized or smaller), the appearance of which is determined by the caster (although no specific creature can be imitated).It is a believable illusion, with a rudimentary intelligence of its own. It can obey simple commands, it can scout areas for the caster, and carry messages.

Forever Amber (OculusOrbus) Range: 30' Duration: Permanent [until dispelled] Effect: Target is encased amber

This spell completely encases the target in (either an object or creature) in magical amber, perfectly preserved, for all eternity unless the substance is successfully destroyed [or dispelled]. If attacked, the amber has an Armour Class of -4 and takes 12d8 hit points to destroy. The shattered fragments of amber are worth 05 gp per hp of damage.

The spell can only be used to encase one object or creature. The victim may make a saving throw vs. turn to stone to avoid the effect.

[Note: The text in green was changed by QuantumEFX. Hope you don't mind OculusOrbus.]

(The) Grasping Dark (HWA) Range: Touch Duration: Permanent Effect: Draws victim into a pocket dimension. Limitation: Only available to minions of Thanatos.

This spell draws the victim into a pocket dimension created by the immortal Thanatos. The victim appears to become a silhouette that then recedes into the distance.

A saving throw to resist is allowed. If saved, there is no effect. If the save is failed the victim disappears. How long it takes to disappear depends on the margin of the failed save. On a fail by 1 or 2 points they have up to 2 hours of painful existence, by 7 or more they fade the next round.

A cureall if cast on the victim before they disappear will negate the spell. After they fade only a wish or immortal magic will reverse the effects.

Hydrax (Cab) Range: 0 Duration: Special Effect: Summons 1 hydrax This spell draws one hydrax to the prime plane, the hydrax being compelled to complete a single task for the caster to the best of its ability. A water version of invisible stalker.

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Hydrax (PC-03) Range: Caster Duration: Until mission is accomplished Effect: Summons one hydrax

This spell summons a hydrax from the elemental plane of water which will perform one specific task for the caster.

Madness (GAZ-12) Range: 120' Duration: Permanent until dispelled Effect: Causes insanity.

Causes insanity unless saved against with a -4 penalty. A dispel magic or cureall will negate the spell. The insanity takes on one specific form, such as: Fear (of everything), Feeblemind (intelligence attribute reduced to 02), Love (madly obsessive love of any character, monster or animal), Rage (constant berserk rage), or others left to the DM.

Mass Charm Person (QuantumEFX) Range: 240' Duration: 12 turns Effect: Charms all humanoid creatures with a 60' square area.

This spell allows the caster to charm a large group of humanoid creatures, as per the 1st level charm person spell. An area up to 60' by 60' can be affected, as long as it's entirely within 240' of the caster. This allows up to 300 human sized creatures to be affected. Creatures with 10+ HD aren't affected and lesser creatures are allowed a save vs. spells to resist the effects. Unlike the charm person spell, this spell only lasts 12 turns, then the victims return to their normal disposition.

Mass Fear (QuantumEFX) Range: 240' Duration: 1 turn + 1 turn per level Effect: Creatures within a 60' radius become afraid.

This spell allows the caster to cause fear (as per the 1st level spell) on those within a 60' radius sphere. All creatures with 10 or less HD must save vs. spell or be affected. 10+ HD creatures are immune to the effects of the spell. As per the 1st level spell, affected creatures are -4 to hit and +4 on their AC.

Mort Rouge (Cab) Range: Touch Duration: Special Effect: Special The victim of this spell must make a save versus spells or start bleeding, slowly, through minor cuts and pores in the skin. 1d4hp are lost per day, until a cure disease, cureall or heal spell is cast. No healing due to rest can be gained while suffering from the disease.

Anyone touching the victim must in turn make a save versus spells or start suffering a similar effect.

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Resist Turning (Cab) Range: 10' Duration: 1 day/level of caster Effect: 1 undead Any undead upon whom this spell is cast will receive a saving throw (death ray) versus any attempt by a cleric to turn or destroy them.

Shout (GAZ-08 ) Range: 120' Duration: Instantaneous Effect: Special

This spell stuns, deafens, renders unconscious or confuses those affected. The caster adds 1d6 to its HD vs the HD/level of the potential victim. If the victim wins, no effect. If the scores are equal the creature is stunned for 1 round. If the score is 1-3 points for the caster, the creature is stunned for 1d3 rounds and low level (5HD or less) creatures are also deafened. 4-6 points will render the victim unconscious for 2d4 rounds and deadened for 1d4+1 turns. 10+HD victims are allowed a save. If successful they must flee out of the spell range. 7+ point the victim is unconscious (no save) for 3d4 rounds, deafened for 3d4 turns and confused for 18 rounds.

Limitations: non-living objects and undead are immune. The caster takes 1 hp damage each time the spell is cast.

Spirit Storm (GAZ-12) Range: 90' Duration: Instantaneous Effect: Spirit energy blast

A 10' diameter sphere of energy flies from the caster's hand for up to 90' before dissipating. For every two levels of the caster anything the storm touches takes 1d6 points of damage. Save vs. spells for half damage.

Wormhole (Cab) Range: Touch Duration: Instant Effect: up to 2 targets plus caster A handy transportation spell, effectively the same as dimension door but also affecting up to two willing recipients along with the caster.

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7th Level SpellsAnimate Rope VII (wiseman207) Range: 10' + 5' per caster level Duration: 3 turns per caster level Effect: Animates multiple ropes

As per the 6th level MU spell “Animate Rope VI” but the rope's AC is improved by 5 (Manila / Sisal rope AC:03; Cotton / Jute [and other natural fibres] rope AC:04) and it's strength is quadrupled (2 HP per 1' length). Mundane edged weapons do half damage, but mundane blunt weapons do no damage. Magical edged weapons do full damage, but magical blunt weapons only do their “plus” in damage.

The rope, and the rope monster, becomes more resistant to magic as well. 1St level spells do no damage, 2nd level spells do half damage (or no damage if saved against) and 3rd level spells do half damage (or a quarter damage if saved against).

A rope monster created under this spell would have the following stats:

Rope Monster AC: 02 (-1 per additional rope beyond the 1st) HD: 6+4* (+3HD per additional rope beyond the 1st) Move: 150' (50') Attacks: 1 or 2 Damage: 1d4+2 (+2 per additional rope beyond the 1st) for 1 attack or 1d4 (+1 per additional rope beyond the 1st) / 1d4 (+1 per additional rope beyond the 1st) for 2 attacks No. Appearing: Special Save As: F# per HD Morale: 12 Treasure Type: Nil Intelligence: ½ caster's Alignment: As caster XP Value: 650 (6+4 HD) +

Mundane edged weapons do half damage and mundane blunt weapons do no damage to the rope monster. Magical edged weapons do full damage but magical blunt weapons only do their magical “plus” damage. Thus a +3 mace would only do 3 points of damage to the rope monster.

Magic resistance: Immune to 1st level spells, 2nd level spells do half damage (no damage if saved) and 3rd level spells do half damage (quarter damage if saved).

Arctic Blast (Cab) Range: Special Duration: Instant Effect: Cone 100' long, 60' wide at end.

This spell creates a cone of cold air, 100' long and 60' long at the far end. All creatures caught in the area take 1d6 damage per caster level (save for half). In addition, a second save is needed to avoid being blown away by the wind.

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Target size Distance Blown Tiny (to 1') 1d10x10' Small (to 4') 1d8x10' Medium (to 8') 1d6x10' Large (up to 20') 1d4x10' Huge (20' plus) None

Damage taken from being thrown is 2d6, plus 5d6 if the victim hits a solid object, or 2d6 if it hits another creature (that creature also suffering 2d6 damage).

A successful dexterity check (rolling equal or less than dexterity on 1d20) allows a victim to land on his feet.

Astral Leap (Cab) Range: Touch Duration: 24 hours Effect: Transport to the Astral plane

The recipient of this spell may, once in a 24 hour period, travel to the astral plane, and must return within the spells duration.

Blindfire (Carl Q) Range: Touch Duration: Permanent until triggered Effect: places a glyph on one object

This enchantment is used to protect items or areas from being entered or tampered with. During casting, the Mage traces a glyph with her left forefinger on the object, or doorframe if it is to protect a room, which glows brightly for 1 round after the spell is cast, then fades. It is visible to anyone using Detect Magic or Truesight, but otherwise cannot be detected.

The first person, other than the caster, to open the door or touch the object activates the magic; the glyph flares into life, then drains its radiance into the interloper’s eyes, rendering them utterly blind (the spell negates Infravision, too). A Save vs. Spells, at -3, is permitted to avoid this. Whilst under the Blindfire’s effect, the unfortunate victim’s eyes appear to be boiling orbs of white flame, although they cause no further harm to the victim.

The caster may choose to incorporate a password in the casting. This is optional, and allows anyone who knows the password to bypass the protection provided by the glyph.

The effects of the Blindfire spell is permanent until dispelled; a Dispel Magic cast by a Mage of at least 16th Level is required.

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Delayed Blast Ice Ball (QuantumEFX) Range: 250' Duration: 0 to 20 rounds Effect: Delayed Ice Ball blast of 20' radius.

This is an ice ball spell which can be delayed for a caster determined set of time. When cast the magic user or elf decided the number of rounds of delay until the spell is activated. A small crystal appears and hovers at the desired location until the delay elapses. The crystal is immaterial and cannot be moved magically or physically, only dispelled.

Mass Image (QuantumEFX) Range: 0 Duration: 2 turns Effect: The creates multiple images of the caster.

This is an enhanced version of the 2nd level magic user mirror image spell. The only difference, other than duration, is that the caster creates 1d4 images per level. So a 20th level caster can create 20d4 images of himself/herself/itself.

Moonbeam Edifice (Carl Q)Range: 50’Duration: 1 nightEffect: creates quasi-illusionary structure

This spell is primarily used to provide temporary accommodation when travelling. It must be cast at night, when there is a visible moon in the sky. The caster may use it to create a fantastic structure of his desire, such as a fairy castle, a forbidding fortress, a gingerbread cottage, an upside-down mountain, etc. No matter its height or apparent dimensions, the structure covers a maximum ground area of 10’ x 10’ per caster’s level. The entire structure looks and feels real, and in fact does have solid form for its duration, although it does not necessarily follow the natural laws of the universe - for instance, besieging forces could attempt to batter down an apparently-flimsy door all night, and not even make a dent. Although it may have as many storeys as desired, those using the Moonbeam Edifice as a place of rest are advised to sleep on the ground floor only, as the building vanishes with the first light of dawn, as do all things created with it.

Apart from its obvious uses, the Moonbeam Edifice is sometimes used as a trap for unwary travellers - welcomed to stay the night, led to sleep in upper-storey bedrooms, and suffering falling damage when the dawn comes, for instance - or to block a pass just long enough to give the fleeing mage a chance to get away (rather like a Wall of Stone spell).

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Pass Rope (wiseman207)Range: Planar (near infinite) Duration: Instantaneous Effect: Caster able to move through rope

Similar to the 6th level druid spell, transport through plants, this spell allows the caster and up to two additional willing living beings through rope and out any other piece of rope on the same plane of existence, regardless of distance.

The caster and any possible companions appear to be enveloped by a coil of rope, which then uncoils and reveals that they are no long there; at the destination, the reverse happens.

When the spell is cast, the caster must state a specific or general location. If a specific location, there must be some rope there or the spell will fail. If a general location, the spell will transport the caster and any companions to some rope 1d20 (x 1,000) feet away from the desired location. There will always be a scrap of rope at the random general location for the spell to connect to and they will always appear on the ground (as opposed to in the air or underwater).

Planar Rekoning (Cab) Range: Special Duration: Instant Effect: Tells the caster the bias and address of a plane

An invaluable spell for the discerning planar explorer, the spellcaster immediately gains knowledge of sphere bias on the plane of existence he is on, along with a planar address (i.e. the names of planes that must be crossed from the Astral to reach the plane).

Saved (Cab) Range: Caster only Duration: 1 hour per level of the caster Effect: Caster only

An invaluable spell that allows the caster to pre-cast protective spells. A total number of protective spell levels, equal to half the casters level, are cast immediately after casting this spell.

At any time until the spells duration ends, all of the spells thus stored can be activated in a single round. Until that time, those spells are not available for use, unless of course the caster has chosen to memorise such spells more than once.

All of the protective spells can affect only the caster; no area of effect spells are allowed.

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Spear (Cab) Range: 240' Duration: 1 round per levels. Effect: Creates one flying spear.

This spell creates a spear, the appearance of which varies according to the caster (some spellcasters create a glowing red spear, others may create something resembling a ballista bolt, etc.). The spear floats in the air, and can attack one foe per round (by the caster concentrating), up to a range of 240'. A normal hit roll (using the casters base chance to hit) is required. The spear returns at the end of the round to the caster. Damage is 1d10 (as a pike), and the spear can hit targets immune to magical weapons, striking as a +3 magical weapon.

Spell Turning (GAZ-12) Range: Caster Duration: 1 turn per level Effect: 1d4 spells are reflected back at their caster

Up to 1d4 spells are reflected back at the spell caster.

Summon Greater Animal Spirit (GAZ-12) Range: 240' Duration: 12 turns Effect: Summons 1 animal spirit

One animal spirit with equal to or less than half the caster's level in HD will show up and provide any assistance it is capable of performing.

Yo Mama's Dead (QuantumEFX) Range: 30' Duration: Up to 1 round per caster level Effect: Creates a duplicate of the target's mother which then rots and explodes

This spell creates a duplicate of what the target believes to be his/her/its mother in her current physical and mental state. This duplicate will be under the caster's complete control and has access to the full memories of the target, to make the target fully believe that this is his/her/its mother. At will the caster can cause the duplicate to rapidly decay and rot, or even explode into a shower of organic bits. The caster can have the duplicate perform whatever action he/she/it wants for the duration of this spell.

At the end of the duration, the duplicate will within seconds rot into a pile of putrid goo. The duplicate must stay within 30' of the caster or explode into the above mentioned shower.

If the target has a mind barrier spell in effect, this spell will fail. If the target received a mind barrier spell after this spell has been cast, only the information already discovered will be available. A true sight spell will reveal the duplicate for what it is and a detect magic will show the duplicate as magical.

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8th Level SpellsAge (QuantumEFX) Range: 30' Duration: Instantaneous Effect: Ages target 1d4 years

A simple spell which ages the target by 1d4 years. Mentally the target is unchanged but their physical body has aged 1d4 years. The effects of this ageing, if any, is left to the DM's discretion. This counts as magical ageing (like a ghost) and thus can be fully reversed by a wish spell, a youth spell or a potion of longevity without affecting the maximum age reversal cap.

Animate Rope VIII (wiseman207) Range: 10' + 5' per caster level Duration: 3 turns per caster level Effect: Animates multiple ropes

As per the 7th level MU spell “Animate Rope VII” but the ropes, and any rope monster(s) gains limited sentience. The ropes and anything created from it can think on it's own and is treated as an NPC or henchman, it no longer needs instructions from the caster.

Blizzard (QuantumEFX) Range: Caster Duration: Concentration Effect: All weather within 1000' becomes a blizzard.

Similar to the 7th level druid spell weather control: snow, this spell allows the caster to summon a blizzard in the surrounding area. The spell only works outdoors and will affect all creatures within the area, including the caster. The effects last as long as the caster concentrates without moving, attacking or being attacked. Visibility is reduced to 5', movement is reduced to a quarter of normal (120' to 30'), and all flying creatures are grounded due to the high winds. Rivers and streams will freeze over in 2 turns, roads will become impassable in 3 turns and flat roofed buildings will collapse from the weight of the snow in 5 turns (5 hp per turn to buildings). With time entire cities can be buried in snow and ice.

When the spell ends, mud remains and the snow thaws, reducing movement to half normal for 1 full day per turn the spell was in effect. Creatures not prepared for the cold weather must save every turn vs. spell or take 1d4-1 points of damage from the freezing wind, snow and ice.

Cold Immunity (QuantumEFX) Range: Touch Duration: 10 turns + 2 per caster level Effect: Grants total immunity to all cold based damage.

While the clerical spell “resist cold” negates some damage, this spell negates all damage. While protected the user can transverse interstellar space (if air and pressure is dealt with), walk through a blizzard and wave off damage from cold based spells and breath weapons. No amount of cold (except immortal powered attacks) can harm those who are immune.

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Corrosive Cloud (PC-03) Range: 30' Duration: 6 turns Effect: Creates a moving corrosive cloud

This spell creates a cloud in a 20' radius globe. Anyone within the cloud must save vs. poison or be paralysed. A new saving throw is required per round within the cloud. The cloud burns anyone that it comes in contact with for 1 point of damage per round per 2 caster levels. The cloud can move at a rate of 60' per round in any direction the caster wishes.

Create Ice Monster (QuantumEFX) Range: 60' Duration: 2 turns Effect: Creates one or more monster made of solid ice.

Effectively the same as the 8th level spell create magical monsters except that the monsters are created out of solid ice. They may have up to three asterisks of special abilities. It should be noted that all heat and flame attacks do double damage to the create ice monsters but cold spells actually restore the resulting damage in HPs to the ice monsters. Unlike the 8th level create magical monsters spell, this one can create humanoid, but icy, creatures.

Deep Freeze (QuantumEFX) Range: 30' Duration: instantaneous Effects: Attempts to freeze any one creature solid

This spell inflicts 1d12 points per caster level of cold damage to any one creature. Cold resistant creatures only take 1d8 points of damage (per caster level). Save vs. spells for half damage.

Duel-Shield (Dawn of the Emperors) Range: 120' Duration: 2 hours max. Effect: Creates an unbreakable magical wall around two consenting magic users.

Two casters must cast this spell at the same time for the shield to work. When cast a 60' diameter force field is created around the two consenting mages who intend to duel to the death. Magic spells cast within the field cannot penetrate the field. Only a wish cast from outside the field can penetrate it. When only one creature is left alive inside the field, the shield will evaporate.

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Fire Trap (Carl Q) Range: up to 50’ Duration: see below Effect: summons a delayed-action Fire Cage

This enhanced version of the 4th-level Fire Cage spell creates a small, octagonal red gem which materialises in the caster’s hand; this gem may be fired up to 50’ away, if desired. The gem will remain stable until commanded by the caster, touched by the first person/third person/second human etc. (whatever condition the caster specifies), or until a certain time period elapses. At that moment, the gem expands into a Fire Cage measuring 10’ x 10’ x 10’, with a duration of 1d4 Turns - all other details are as per the Fire Cage spell.

The Fire Trap can theoretically last forever in gem form (before 1010 AC - on the Day of Dread, all Fire Trap gems fade away harmlessly).

Ghost Buster (QuantumEFX) Range: 30' Instantaneous Effect: Attempts to turn or destroy undead

A magic user spell equivalent to the clerical turn undead ability, with a twist. The caster may attempt to turn (or destroy) an unlimited number of HD of undead within range as if he/she/it was an equivalent level cleric. Any destroy counts as destroyed all of that type, any turn counts as turned all of that type, and sort 7,9,11 rolls out on a per undead basis with all undead within range as eligible targets.

Impersonate (Dawn of the Emperors) Range: Caster Duration: 1 day Effect: Change identity to that of another person.

This spell allows the caster to take the form, voice, smell and general appearance of a specific person. The caster must have studied that person for at least 40 hours to be successful. This spell doesn't allow the caster to impersonate the individual's manners, know that person's knowledge or skills or copy any magical abilities or effects associated with that person.

Lady Luck's Blessing (QuantumEFX) Range: Touch Duration: 3 rounds per caster level Effect: PCs odds of success is increased

This spell allows the player to roll twice any or all dice rolls he/she needs to make while the spell affects his/her PC. The player then gets to choose which dice roll to use for his/her PC. This effectively gives the player the opportunity to re-roll any failed or less than optimal roll with no down side (other than the spell usage).

For the PC it seems like luck is on his/her side as things should go his/her way more often.

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Mass Flight (QuantumEFX) Range: 360' Duration: 2 turns + 1 turn per caster level Effects: Allows all creatures within a 60' square area to fly.

This spell allows the caster to bestow the ability to fly, as per the 3rd level magic user spell, on a group of creatures. An area up to 60' by 60' an be affected, as long as the entire area is within 360' of the caster. This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. A save vs. spells is allowed to resist the effects of this spell.

Mass Haste (QuantumEFX) Range: 360' Duration: 2 turns + 1 turn per caster level Effects: Hasten all creatures within a 60' square area.

This spell allows the caster to hasten, as per the 3rd level magic user spell “Haste”, a group of creatures within a 60' square area (but within 360' of the caster). This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. Save vs. spells to resist the effects.

Mass Infravision (QuantumEFX) Range: 360' Duration: 2 turns + 1 turns per caster level Effects: Bestows infravision on all creatures within a 60' square area.

This spell allows the caster to bestow infravision, as per the 3rd level magic user spell, on a group of creatures within a 60' square area (but within 360' of the caster). This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. Save vs., spells to resist the effects.

Mass Slow (QuantumEFX) Range: 360' Duration: 2 turns + 1 turn per caster level Effects: Slows all creatures within a 60' square area.

This spell allows the caster to slow, as per the 3rd level magic user spell, a group of creatures within a 60' square area (but within 360' of the caster). This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. Save vs. spells to resist the effects.

Power Word: Rope (wiseman207)Range: 120' Duration: 2d6 turns or 1d6 turns Effect: Incapacitates one creature

This spell allows the caster to bind in ropes one creature within 120' (no save). Creatures with 01 to 39 hit point are bound for 2d6 turns. Creatures with 40 to 79 hit points are bound for 1d6 turns. Creatures with 80 or more hit points are immune to the spell.

Bound creatures are unable to attack, defend themselves (AC: 09), cast spells or even talk as they are totally enveloped in hundreds of feet of heavy rope.

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Regeneration (Cab) Range: touch Duration: 2 turns/level of caster Effect: Regenerates...

This spell allows the recipient to regain hit points at the rate of 1hp per turn for the duration of the spell. Only damage taken after the spell has been cast can be recovered; fire and acid cannot be 'regenerated', normal or clerical healing is required. The reverse of this spell, degeneration, causes the recipient to slowly take damage; the damage is continuous for the duration of the spell, 1 point per turn, and effectively prevents concentration or spellcasting. A save (versus spells) is allowed, and a successful touch attack is required to inflict the spell.

Slipstream Teleport (Cab) Range: Special (100') Duration: Instant Effect: Teleports with another creature

If cast in the same round or up to 1 round after any other spellcaster in range has teleported, word of recalled or otherwise used magic to instantly change location, then it allows the caster of this spell to 'slipstream' that target. The caster appears at the nearest safe point to the target, usually within 10', but if that location is within a solid object then the caster appears in the nearest available space to the target, in a straight line towards the starting location.

Symbol (CM-08) Range: Touch Duration: Permanent Effect: Creates 1 magical rune

Spell Loss: Any caster who reads, touches or passes by the symbol will loose one memorized spell, chosen at random. This spell is simple voided for the day, not stolen or discharged, but simple gone. There is no save to avoid this symbol.

Entrap: Any creature who reads, touches or passes by the symbol will become entrapped in a small pocket dimension for 1 turn per level of the if they don't save vs. spells. While the symbol can trap only one victim at a time, it can hold multiple victims simultaneously. Victims inside the pocket dimension are relatively safe and are unaware of any others trapped with them. While trapped the victims will be confused, unable to cast spells, attack or even call for help (no save, it's the nature of the dimension).

A high enough dispel magic, wish or potion of freedom will randomly free one trapped victim per use, who when freed will remember nothing of their time in the other dimension. If a disintegrate spell is used on the surface the rune is placed on, the symbol and anyone still trapped will be destroyed.

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Symbol (QuantumEFX) Range: Touch Duration: Permanent Effect: Creates 1 magical rune

Teleport: Any creature who reads, touches or passes by the symbol will be teleported to a destination determined at the time of casting (such as a holding cell). The teleport functions as the 7th level magic user spell “teleport any object” with the weight limit doubled to 100 lbs (1,000cn) per original caster level.

Creatures of 40 hit points or less have not save against the spell. Creatures with 41 to 80 hit points may save vs. spells to stay put but suffer a -6 penalty. Creatures with 81 to 120 hit points may save vs. spells to stay put but suffer a -2 penalty. Creatures over 120 hit points are unaffected. This spell can affect victims that are otherwise immune to hold type spells, such as undead, but very powerful creatures will usually be unaffected.

Mental Door: Any creature who reads, touches or passes by the symbol has a small hidden link embedded in their mind to the original caster. The caster may then read the thoughts of the victim, but not control or influence him/her/it. The victim must make a save vs. spells with a -6 penalty to avoid this spell. Once affected only a wish or mind barrier spell will end the link. This spell allows the caster to detect the presence of the victim if on the same plane, read his/her/its thoughts and know what action the victim will take just before he/she/it does it. In combat the caster receives a +2 to hit and +2 on his/her/its AC when fighting any victim with a mind link.

This spell won't affect unintelligent creatures, undead or creatures already under control of another. If either the victim or the caster dies, the link is ended, even if they later come back.

Unlike “ESP” the spell allows multiple links to be active at one with full understanding and the link is not severed by lead, dense materials or magic barriers. Both the victim and the caster must be on the same plane for the link to be active. If they aren't on the same plane, the link is not ended, it is just inactive until one enters the plane occupied by the other.

Scorched Earth: Any creature who reads, touches or passes by the symbol triggers a delayed blast fireball (no save). Like the 7th level magic user spell, the delay may be between 0 and 60 rounds until the fireball is set off. This spell is designed to extend the delaying time of the above spell and make it triggered as a symbol is triggered.

Limited Invisibility: Any creature who reads, touches or passes by the symbol triggers a modified mass invisibility spell. Once triggered, any creature within 60' of the symbol will become invisible (no save) to each other. Any creature outside the range of effect can see all those who are “invisible” as normal. Detect invisibility will allow one affected being to see all the other affected beings, but only a dispel magic or a wish will reverse the process.

Anti Magic Field: Any creature who reads, touches or passes by the symbol triggers a modified anti-magic shell. All magic within 60' of the symbol is negated for 1d10 turns + 1 turn per original caster level. Artefacts aren't affected but all other magical items and spells are made mundane while within the field. Summoned magical creatures (such as elementals) are forced back to their home plane and any controlled creatures are freed. After the duration of the spell, the symbol resets and may be triggered again.

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(Fountain of) Youth (QuantumEFX) Range: 30' Duration: Instantaneous Effect: Removes 1d4 years of age

A simple but powerful spell that reduces the target's age by 1d4 years. Mentally the target is unchanged and physically the only difference is that the appear 1d4 years younger. This spell can be used to reduce magical ageing (such as from a ghost) as well as natural ageing.

There are some limitations to this spell though. While it can be cast many times on the same person it cannot reduce their age to below that of the “PC Starting Age”, it cannot increase the total natural age to more than twice the normal life expectancy and it cannot be used on the dead. However, an unlimited amount of supernatural ageing can be reversed without counting towards the natural life expectancy.

Wish spells are often connected with this spell. A potion with 4 youth spells can be wished into a potion of longevity. A well worded wish spell could also increase the “twice normal” life expectancy cap to three or even four times at the DM's discretion.

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9th Level Spells

Aarenar’s Locum (Carl Q) Duration: 30 days, or until activated (see below) Range: caster Effect: specialised Contingency

In the Age of Blackmoor – before technology irrevocably tainted the land and people, and changed the face of the world forever – there arose a school of magical study known colloquially as “revenge magic”. Its proponents, all of whom were Chaotic in outlook, lived by the maxim “never accept defeat gracefully”. Dozens of spells and items, powerful or otherwise, were created by the Revenge-Wizards, but most of these were (thankfully) lost in the Great Rain of Fire. Occasionally, relics of this Age come to light, giving tantalising glimpses of a world forever lost; Aarenar’s Locum is just one of these.

Named for the archaeologist-Wizard who discovered the spell (graven on indestructible sheets of an unknown material, deep within the polar icecap), Aarenar’s Locum is a specialised, high-level variant of the spell Contingency. It is cast on the Mage himself, and remains quiescent for 30 days, or until activated. Casting the spell is a physically damaging exercise, not to be undertaken lightly, as it violently dislocates the caster’s life-force from his body – each casting permanently robs the caster of one point of Constitution.

Aarenar’s Locum comes into play if the caster is brought to 0 hp [or -5 hp, depending on the rules used]. Once activated, the spell creates a semisolid, phantom duplicate from the caster’s departing soul or spirit. The duplicate, or “Locum”, possesses all the spells the caster held in memory at the time when Aarenar’s Locum was cast (not at the time it was activated), and has one-half the caster’s hp, rounded down. No magic items possessed by the caster are duplicated, however, and as the Locum cannot physically manipulate objects, it cannot pick up and use the caster's own items.

The Locum’s sole reason for existence is to fight and kill the being or beings who “slew” the caster, and it fights with all its skill and power to achieve that goal. The caster’s body is kept on the edge of death while the Locum is extant, and can be retrieved and healed while the Locum fights on his behalf.

If the Locum wins its battle, the spell ends; it discorporates and returns to the caster, healing him of enough damage to place him at 1 hp in the process (if the caster has not already been healed). If the Locum is slain before the caster receives healing, however, the caster is dead beyond the power of Raise Dead or Resurrection (or even Reincarnation) to restore, although a carefully-worded Wish might work [DM’s choice]. Only one Locum spell may be in operation at any time on a particular Wizard.

If the thirty-day limit expires without Aarenar’s Locum being activated, the spell fades away and the point of Constitution is lost forever. Should the spell be Dispelled before activation – by the Day of Dread, for example, in the modern age, or at the caster's own behest – the Constitution point is recovered. Because of the drain this spell places of the caster’s physical well-being, it is best used in circumstances where the caster believes his life will be endangered in the near future. Few Wizards are paranoid enough to keep the spell active at all times, unless they can be sure to Dispel it before the thirty day limit is up.

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Acid Rain (Geoff) Range: 1/2 mile Duration: 6 turns Effect: Creates a downpour of acid rain over a 100 cubic foot area.

This spell was first cast by Lhomarrian wizards against the Carnifex of Y'hog during the siege of that city. It allows the caster to create, up to half a mile away, a downpour of acid rain lasting 6 turns, covering an area 100 feet square. Anyone within this area takes 1d8 points of damage per round, with armour affected as with the acidic blast spell. As with the acidic blast spell, anyone within the area of effect may Save vs. Dragon Breath for half damage, though the only way to avoid the worst of the effects is to leave the affected area altogether and wash off the acid. One nasty side effect of this spell is that the land upon which the acid rain falls becomes blighted due to the poisons it absorbs, rendering it unusable for 50-100 years. Modern Lhomarrian wizards, with their greater appreciation for nature, would not even consider using this spell, and it has been banned by the various wizard councils across Selhomarr. Unscrupulous wizards have been known to use it, especially those in the service of Thanatos or the Outer Beings.

Ambergate (Carl Q) Duration: If active, 1d10x10 (10-100) turns; if inactive, indefinite duration (see below) Range: touch Effect: delayed-action Gate spell

For centuries, stories and rumours of a dweomer capable of creating or enchanting gemstones which can allow anyone to master the mightiest magics have been bandied about across the length and breadth of Mystara – usually by failed Magi, or others without the talent, intelligence or drive to become Magi themselves. Such tales are scoffed at by powerful Mages and knowledgeable Sages alike, but the stories do in fact contain grains of truth; this spell serves as one of those grains.

Ambergate is, in many ways, a cousin to the more common spell Delayed Blast Fireball; as with the latter spell, it creates a gemlike object which is actually a solidified form of the pure essence of magic. In the case of Ambergate, this is a largish (6”-diameter), faceted chunk of amber which detects strongly as magical if Detect Magic is used.

If certain facets are pressed in the correct sequence, the magic is activated and the gem transforms into a fully-functional Gate of normal properties and duration. The location of the Gate is determined by the original caster of the spell, who must have either visited, viewed, or possessed some artefact originating at the terminus of the effect (unlike the modern Gate spell, it is not necessary to know the name of a denizen of the target Plane to cast this spell; and activation of the Ambergate does not automatically attract powerful entities to its location).

The Gate takes a few seconds to materialise, and it is advisable that the user drops or throws it a few feet away from him before it does; a gem which activates while held causes 3d4 hp of damage to the unfortunate bearer, and sucks him into the newly-formed Gate with no Saving Throw. Those standing near the forming Gate are not so affected, and may pass through the aperture in either direction at will for as long as the spell lasts.

The Ambergate, in gem form, may last indefinitely – many gems have lain inactive for centuries before being used. A Lore spell is necessary to discover the correct sequence of facets to press in order to

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activate the magic, although it is not impossible to discover the sequence by accident. However, there is no way of discovering the programmed destination of the Gate without entering it.

Although a small number of Ambergate gems have been found across Brun, Davania and Skothar over the ages, no-one has ever uncovered a copy of the spell itself. This is because the spell does not originate on Mystara, or anywhere else on the Prime Material Plane; its creators were powerful Magi living on Ordaketh, a world in a distant Outer Plane. The peoples of this world were highly advanced in magic – comparable to Old Alphatia at its height - and curious about other worlds and other Planes; the gems were given to mid-level exploratory parties sent out to those Planes, allowing them to return home without the need for a high-level Mage in the party. Of course, such exploration is fraught with danger, and many of these parties did not survive long enough to return home - hence the number of lost gems discovered all over the planet.

As far as is known, no-one on Mystara has ever managed to extrapolate the Ambergate spell from examining one of the gems; it may be possible, but would require a genius-level intellect beyond the normal mortal maximum. The only likely way of obtaining this spell, and others like it, is on Ordaketh itself.

Those who discover one of these stones, and figure out its secrets, should employ them with great care; once the spell expires, those without Planar-travel capacity of their own will be stranded on the other side. Moreover, while many of the Ambergates are keyed to locations in the Outer Plane of Ordaketh (which may, or may not, have become considerably less enlightened and hospitable in the centuries since the gem arrived on Mystara), others were programmed to carry the bearer to the next port of call – which could be anywhere in the Multiverse…

[DM’s note, for those playing in a post-WotI world: Although indestructible by any normal means – short of a high-level Dispel Magic or a Wish – exposed, unused Ambergates are likely to fade away during the Week of No Magic or the subsequent Days of Dread. However, it is still entirely possible to discover such a gem in a protected hoard – for instance, in a hidey-hole on the Ethereal Plane.]

Animate Rope IX (wiseman207) Range: 20' + 10' per caster level Duration: 4 turns per caster level Effect: Animates multiple ropes

As per the 8th level MU spell “Animate Rope VII” but with a longer range and duration. The caster may transfer spells or spell slots to the rope and have the rope use the spells. This is capped at 1st through 4th level spells, but does allow the caster to allow the rope to do things like cast flight or fireballs at the same time that the caster is casting spells as well. When this spell is 1st cast the caster may decide to transfer up to his/her/its limit per level of remaining spells (say 09 - 1st , 08 – 2nd, etc.) to the rope as part of the Animate Rope IX casting. The caster may then add more spells to the rope, but that would take an additional round per spell casting transferred (4 fireball spells would take 4 rounds). Any spell that the rope, or rope monster, intends to cast upon itself may be done in the 1st subsequent round, with no limit to the number of spells. Thus the spell casting rope monster may cast haste, invisibility 10' radius and fly on itself, all in the 1st round after its creation.

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Chaos Wish (Cab) Range: Special Duration: Special Effect: Goodness knows...

In terms of sheer magical power, this is almost certainly the single most potent spell created by any mortal on Mystara. It is, however, utterly without any control; the caster MAY try to word a wish associated with it, but it doesn't help.

Upon casting, the DM rolls 1d20, and compares the result to this table. 1- The caster dies, instantly, permanently, and unrecoverable 2- The caster dies, instantly, but can be raised 3-8 Bad effect, the power of the spell is unleashed in an appalling way 9-12 Neutral effect, the power of the spell is immense but does something neither beneficial nor of hindrance to the caster 13-18 Good effect, and whatever the hell the spell does it helps the caster 19- Excellent effect 20- Massive effect

The DM should be creative and unrestrained; if for example a caster is faced by an army of undead he cannot defeat, casts this spell and the DM rolls a 15, then perhaps a group of wandering archons will turn up and help, pledging loyalty to the caster for an extended period of time. If he rolls a 5, then a nightwalker may be attracted to join the army of undead, bringing its own legion of minions.

Comet! (QuantumEFX) Range: 250' Duration: Instantaneous Effect: Creates two, four or eight frozen comets Damage: 2 comets: 16d6 points of impact damage (no save) + 16d6 points of cold damage (save vs. spell for half damage) 4 comets: 08d6 points of impact damage (no save) + 08d6 points of cold damage (save vs. spell for half damage) 8 comets: 04d6 points of impact damage (no save) + 04d6 points of cold damage (save vs. spell for half damage)

This spell creates 2, 4 or 8 orbs of frosty destruction. Each orb strikes a different target for both impact and cold damage. The orbs slams into its target and explodes like an ice ball, affecting everything within a 20' radius. While each orb may only target one creature, the explosions can overlap if placed correctly.

A comet never misses its target, so the victim automatically takes the appropriate impact damage but is allowed a save vs. spell to take half the cold damage. Cold resistant creatures take full strike damage but only half the cold damage, or a quarter if they save.

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Denial By Fire (Cab) Range: 240' Duration: Special Effect: Creates multiple delayed explosive stones

Upon casting this spell, the caster specifies a visible, circular area 40' in diameter, the centre of which must be within 240'. Upon casting, 16 small, red stones come into existence, scattered randomly around the area of effect.

The stones are magical and can be dispelled, and cannot be move by any magical means. Any attempt to move the stones by non magical means, or any contact with a stone (intentional or otherwise) will cause said stone to immediately explode for 8d6 damage to all in a 20' sphere (save for half).

If the spell is cast at an area containing any creatures, there is a 10% chance that each being therein will be hit by one of the stones, said stone exploding immediately. The DM should roll secretly, checking for all creatures (beginning with those closest to the centre of the effect) until either all of the stones have exploded or all creatures have been checked.

If a second denial by fire spell is cast in the same area, then new stones are created up to the maximum allowed for the spell (16).

Note that while the stones cannot be moved or touched by any means without detonation, careful camouflaging or disguise by hallucinatory terrain is possible.

Unless detonated, the stones will disappear a after a number of days equal to the casters level.

Detonate (Cab) Range: 240' Duration: Instant Effect: 1 spellcaster

This spell can only be cast on a spellcaster. If the victim is of a lower level than the caster then no save is possible, otherwise a save vs. spells is allowed with a -3 penalty to the roll.

The spell causes a spell memorised by the target to go off centred on the target; if said spell normally gives a save, no further save is allowed. The DM should choose at random, and the exact effect is up to the DM.

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Fate of the Melkur (Carl Q) Range: 250’ radius Duration: permanent Effect: All living (or organic) things within area of effect, see below

This spell, created by the long-dead Alphatian wizard Tremas, was designed to be a "smart" defence for a wizard’s tower or other private area. It is cast on the foundation stone of a building, on a gemstone of some kind which is then buried, or on a natural feature of the landscape - anything solid and stationary (the spell cannot be cast on a living creature or otherwise mobile object, like a cart or ship). When casting, the wizard chooses an ethos or alignment which will be affected by the spell; this cannot later be amended. Consequently, any living being (and see below) of that alignment who enters the area of effect must make a Save vs. Spells, or turn to stone. Even if he/she makes their save, the interloper must make another at the start of each turn (if of higher level/greater hit dice than the caster) or each round (if of lower level/hit dice). Although immobile, the victim is aware of his/her surroundings, and retains their ability to think - if psionics are available in your campaign, they may be used without problem. The transformation is permanent so long as the victim remains within the area of effect - if removed, they may again attempt to Save vs. Spells as outlined above until they succeed, at which point they revert to normal with no ill effects (unless they are damaged in statue form - see the spell Flesh to Stone for details). This spell has been employed to keep evil beings from a place or object important to good wizards, or vice versa.

This spell does not affect inorganic Constructs, such as Gargoyles, Living Statues, or certain types of Golem. It does affect Golems made from organic materials, such as Flesh or Wood Golems. Living beings whose bodies are part mineral - such as Geonids - add a +2 bonus to all Saving Throws against the effect. Corporeal Undead are affected in exactly the same way as living beings. An Immortal "wearing" a mortal identity will be affected by the spell, but can obviously abandon the petrified shell in incorporeal form at any time.

[DM's option: the DM may decide that being trapped in stone form whilst still being able to think results in a descent into madness. Victims of this spell must make a save against going insane for every month, year, century etc. They remain entrapped. Those who have access to Geoff Gander’s excellent insanity rules (http://dnd.starflung.com/insanity.html) may wish to use them to determine the form that madness takes.]

Gotterdamurung (Alex) Range: 240' Duration: instantaneous Effect: Conflagration annihilates opponents Gotterdamurung is usable only by a magic-user of 33rd-36th level. This spell raises a furious conflagration that reaches out to every creature the caster designates within range. The furious roasting inflicts 20d6 damage (save vs Spells for half damage). Because this fire is sculptable, friendly targets can be avoided while all hostiles are consumed. Creatures resistant or immune to fire are also resistant or immune to this spell, while objects and creatures especially vulnerable to fire suffer their normal penalties (or automatically fail their save if no specific penalties are listed).

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Homeland (QuantumEFX)Range: Sphere with a radius of 10' per caster level Duration: Permanent Effect: Magically alters terrain

This spell allows the caster to permanently change the terrain of a given area. This can create simple effects such as building an oasis in the desert or as complex as a tropical rainforest on the top of a mountain. The power of the spell itself holds back outside terrain from reclaiming the altered area.

The area takes 30 days to change from the original terrain into the new less a number of days equal to the caster's level (always at least one full day).

Weather will also be affected appropriately. Blizzards or sand storms will be converted to the appropriate storm type (usually rain) that is most appropriate for the new terrain as soon as it hits the outer radius of the spell effect.

If an anti-magic field is introduced into the area, the affected terrain will slowly change back to normal (number of days equal to the level of caster) if the field is maintained. If the field is temporary, the terrain will revert to its magically changed status as soon as the magic is restored.

Multiple castings of this spell, in the same area, will increase the time it would take for the terrain to revert to normal if an anti-magic field was introduced but it won't increase the area of change. For that, the spell must be cast from a different location than the original casting to create multiple spheres that may, or may not, overlap. If a different spell caster is trying to alter an affected area multiple casting of the exact same spell, in the same area, increases the original spell's resistance from being altered. Lower level casters cannot change a homeland spell with another spell (other than anti-magic) including the wish spell. Equal, or higher, level casters have a 10% chance if using a similar spell, or a wish spell, to alter the area plus they gain an additional 10% chance per level that they are greater than the original caster. If the original caster casts the exact same spell in the same area, the original spell is treated as if cast by a caster of one higher level per additional casting, with a maximum of 38th level. Thus an immortal (equal to level 40 casting) will always have at least a 30% chance of altering the spell (10% +2 x 10%), but this blocks mortals from reversing the spell. It should be noted that an immortal could just expend power points and have a 100% chance of altering the area as a 2nd option.

With the primary use of this spell a sylvan forest may be created in the middle of a lake or a major oasis in the middle of a desert. However there is a secondary use to this spell as well, a terrain with slightly magical effects.

Any natural effect (fog, waterfall, rain, wind, etc.) can be manipulated and made permanent in the area as the caster desires. Thus the sylvan forest mentioned above may be constantly shrouded in a thick fog or the oasis may have pockets of gusting wind. For mundane-like effects the entire connected area may be changed with one casting. So if multiple circles overlap, all connected areas are changed by one casting but if the areas don't overlap an additional spell per area must be cast. For more magical effects (sun appears green, lower gravity, water runs uphill, 10,000 foot tall trees, etc.) the spell must be cast over each area as if the spell was being cast for the 1st time.

There is some limitations to this spell. First is that only the terrain and surrounding weather is affected, no animals. When the spell is 1st cast all mundane animals will flee the area and magical animals must save vs. spells or be forced to flee until the spell has finished changing the area. After the spell is done

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converting the area, the caster can determine if he/she/it wants animals in the area. Mundane animals have no say, they are either allowed or will refuse to enter. If they are forced in they will flee at the earliest opportunity. Magical animals must save vs. spells each round if they are not allowed access or they too will flee the area. If animals are not allowed, the caster may change his/her/its mind and allow full access as a natural effect (mentioned above) or may allow one specific animal type (rabbit, human, zombie, dragon, etc.) as a magical effect (mentioned above). This limitation doesn't extend to animals created, summoned, teleported into the area or gated in by the caster. Thus the caster may have a staff or orcs but orcs are otherwise banned from entering.

The second limitation is that buildings are not created or affected by this spell. Thus the caster must still build structures, they don't form as part of this spell. If external help is needed to build structures, the animal access may be required for at least some time.

The third limitation is that damage to the terrain (such as trees) don't regenerate instantly if caused by mundane or magical reasons. The damage is reversed over 30 days less the caster's level, with a minimum of one full day.

The fourth limitation is that altered terrain cannot be removed from the affected area and any connecting affected areas. Thus this spell cannot be used to make a resource rich kingdom, no mines full of diamonds. Well there can be huge diamonds laying around, but they will evaporate as soon as they exit the area.

The fifth limitation is that damage may be caused from outside the area into the area, archers can fire into the area, but damage from inside the area doesn't extend out. Therefore archers inside the area will have their arrows evaporate as they fire outside but they can still be shot at.

The sixth limitation is that mundane terrain / items that would naturally extend into the area are just teleport to the appropriate spot on the other side of the enchanted area. Thus a river that flows up to an enchanted glade will not actually pass through the glade to get to the other side, even if there is a river inside the glade that would be appropriate. This ensures that the glade cannot harvest all the fish in the river or poison the river downstream. This limitation doesn't apply to enchanted terrain, such as a rainbow bridge, just mundane natural ones. So a mundane raft will just bypass the glade but a magically enchanted raft will enter the glade. The original caster can create a magical effect (mentioned above) to prevent enchanted terrain / items from entering as well. Another magical effect would be the prevention of all non-intelligent or enchanted items / creatures from even seeing the glade in the 1st place, they are just teleported along as if nothing was out of the ordinary. This obviously doesn't extend to items that PCs/NPC/Intelligent animals who enter the area and bring mundane items with them. This limitation is best left for the DM to moderate.

Lastly, enchanted effects don't extend beyond the area. Lakes stop at the edge of the spell, trees hit the sphere's top and stop growing, underground caverns only go so deep. To get 10,000 foot tall trees, the area of effect must be extended up to that level.

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Kiss of Time (QuantumEFX) Range: Touch Duration: Instantaneous Effect: Ages target and restores youth to the caster

An evil spell pure and simple. This spell attempts to steal the lifeforce of a creature and transfer it to the caster. The target (if not saved) ages 50% of his/her/its natural life expectancy. So a human with a 70 year life expectancy ages 35 years, while an elf with a 600 year life expectancy ages 300 years. If the target saves, the destructive power of the spell still effects them, they end up loosing 10% (min 1 year) of their life expectancy. So the human would now only expect to live to 63 years and the elf 540. If the target is already old, and this pushes them beyond their life expectancy they will have 1d10 days to live and then expire of old age. This is not ageing but actual life force reduction, so only a wish will reverse the damage.

If the target is of equal or greater level / HD and the target fails to save, the caster has his/her/its age reduced by up to 10% of his/her/its current life expectancy (although less can be chosen), and then has his/her/its natural life expectancy increased by 10% (in full years rounded down). All limits based on natural life expectancy such as youth spells, potions of longevity and increases via wish spells are now based on this new value.

With this spell a truly evil magic user could live for eons. For example, an evil human MU has a base life expectancy of 70 years and is now 60. He casts 10 successful kiss of time spells, his new life expectancy is 177 years and could have reversed up to 107 years of ageing. Thus the total life expectancy is now 354 years (177 times 2) or up to 708 (177 times four) with one or a few well worded wish spells.

If the target is of less levels / HD and the target fails to save, the caster has his/her/its age reduced (and life expectancy increased) by 10% times a pro-rated amount. So a 30th level MU attacks a 3rd level fighter. The pro-rated amount would be 10%, resulting in a 1% age reduction / life expectancy increase. But the fighter would still have aged by 50% of his/her life expectancy.

If the spell is saved there is no negative effects to the caster. The down side is that the target can only ever be targeted by this spell once (saved or not). If the target has already dealt with this spell, the spell simply fails.

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Lifesteal (QuantumEFX) Range: Touch Duration: Instantaneous Effects: Transfers the HP/HD of one creature to the caster.

This spell drains 1 HD per level of the caster from any one living creature or construct and transfers it to the caster. The HPs lost by the creature is transferred back to the caster up to his/her/its normal maximum. Any levels lost by undead touch or spell (life drain) can be fully restored (no limit) with this spell.

No save is allowed for creatures under 5 HD. Higher level victims are allowed a save vs. spell to reduce the damage but will still loose 1HD/level per 4 full caster levels.

If used against an undead creature this spell will drain HD/levels from the caster and cause that amount of damage to the undead. In those cases, the caster can decide how much HDs/levels to all he/she/it is willing to expend. (min. 1)

Use of this spell on anything but undead is a chaotic act.

Link (Geoff) Range: Touch Duration: One spell Effect: Enhances the power of the spell affected by link

This spell allows the caster to pool his or her magical powers with other magic-users, in order to boost the power of the spell to be cast. A group of spellcasters pooling their powers in this way is called a ring. The person initiating the link, and any spellcaster joining the ring, must know the spell to be affected by the link spell. The maximum number of people that can join the ring without causing spell failure is equal to one-third of the Intelligence score of the person casting link. Thus, the greatest number of people who may participate is six (an Intelligence of 18 divided by three). In the ancient days of Lhomarr's glory, there were tales of rings composing 10 or more spellcasters, but many people today doubt the truth of these tales.

To cast link, the leading spellcaster must ensure that everyone participating in the ring holds hands, so that they form a circle. The leader then recites the link spell, and every participant is connected telepathically to each other, and is surrounded by a pale blue glow. Once the link is established, the ring can then cast the spell to be enhanced in the next round. This link spell is of such power that it negates the need for gestures when casting the spell to be enhanced.

When the affected spell is cast, the enhancement is instantaneous. The enhancement depends on the number of people in a ring. For every additional spellcaster in the ring, the spell's duration, range, area or effect, and damage (where applicable) are multiplied by the number of participants. Instantaneous spells, such as fireball, are not affected in terms of duration, but the damage, area of effect, and range are.

For example, a damage of 10d6 for an offensive spell, cast by a ring of three wizards, would have a damage of 30d6. If the range was 100 feet, this would increase to 300 feet. If the area of effect was 50

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feet cubed, this would increase to 150 feet cubed. DMs should note that this powerful spell is very rare, and in any case must be cast before the enhanced spell. Likewise, participants in a ring are totally oblivious to the world around them, and anyone attacking a ring should ignore any armour class bonuses that the defenders may possess.

Finally, remember that you should account, in determining initial spell damage, range, and so on, for the level of the person who casts link. Just as the Intelligence of the caster determines how many magic-users can join the ring, so he or she determines the initial characteristics of the enhanced spell. Thus, if the primary caster can cast a 9d6 fireball then all subsequent multiplying works off of this number, even if someone else in the ring could cast it as a 10d6 spell.

Mass Confusion (QuantumEFX) Range: 480' Duration: 6 turns Effects: Attempts to confuse a large group of creatures within a 100' square area.

This spell allows the caster to confuse, as per the 4th level magic user / elf spell, a group of creatures within an 100' square are (but within 480' of the caster). This allows up to 825 human sized creatures or 16 dragon sized creatures to be affected. Save vs. spells to resist the effects.

Obscure Presence (QuantumEFX) Range: Caster Only Duration: 1 turn per caster level Effects: Prevents the caster from being observed

This spell prevents the caster from directly being observed. Any creature attempting to detect or observe the caster directly will be unable to do so. The caster is not so much invisible but that the detecting creature's mind is magically blocked from realizing that the caster is there. Any non-immortal level being or spell will be affected. This includes all vision, true sight, ESP, detection spells, clairvoyance, clairaudience, vision through other being's senses or any other means. If within range of physical vision, the caster may be seen very briefly (well less than 1 second) as a shadow out of a creature's peripheral vision. But when the creature looks at, or for, the shadow it will disappear. In combat anyone attacking an obscured creature suffers a -10 THAC0 penalty as none of his/her/its senses will reveal the obscured creature for more than a fraction of a second at the edge of their vision.

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Passion Play (Carl Q) Duration: See Below Range: 100’ Effect: Two-person curse

This spell, in its original form, dates from the days of Old Alphatia, where it formed part of the judicial series of criminal punishments – the Alphatian legal system, despite its labyrinthine complexities, boiled down to one simple maxim; “an eye for an eye”. Like so much of that nation’s lore, it was lost during the Exodus to Mystara. The current incarnation of the spell was constructed twenty years ago by no lesser personage than the misanthropic Belgoroth the Lamer, twisted King of Blackheart, by combining fragments of Flaemish lore with his own Alphatian ingenuity. He first used it to punish two minions who dared display their love for each other in his presence, and thereafter it became one of his chief forms of entertainment.

Passion Play affects two individuals of opposite sex. These need not be of comparable age, nor of the same (or even compatible) species, but both victims must belong to intelligent, sapient races. The victims are entitled to a Saving Throw vs. Spells to resist the effects; if either one is successful, the spell fails. Otherwise, it proceeds in the following fashion:-

Stage 1: the pair are attracted to and fascinated by each other (whatever their previous feelings), giving -1 to Saving Throws due to their preoccupation, and making them unwilling to be out of each other’s company (Save vs. Spell to ignore this aspect, if necessary). This lasts 4-5 days. Dispel Magic cast at this stage, by a 10th-level or higher caster, will disrupt the Passion Play.

Stage 2: the fascination reaches fever pitch; the pair cannot get enough of each other, and become obsessed with each other’s bodies – unless forcibly separated, they will abandon others to go off together and (ahem) “make out”. They can fight to defend themselves, but will return to sexual activity once out of danger. This stage lasts for 48 hours. At this point, Dispel Evil cast by a 16th-level or higher Cleric is necessary to break the spell.

Stage 3: the romance sours – the darker side of this lust, i.e. jealousy and unreasonable sensitivity, come to the fore. The victims quickly grow to hate each other, attacking with words and gestures – and, if not stopped, with swords and spells. If one is slain by the other, the remaining victim is overcome with remorse, and commits suicide unless prevented. At this point, only a Wish can save the star-crossed lovers, although if either or both victims is Raised subsequently, the spell is broken.

Belgoroth has made use of this spell on numerous occasions; it is not unknown for visiting adventurers to suffer its effects just because the king is having an off-day. The spell is subtle, and the casting requires only a strand of hair from each victim, twined together and burnt while the targets are within range, so the subjects are unlikely to even know they have been enchanted until it is too late.

It is rumoured (though not substantiated) that other Blackheart wizards, in emulation of their liege, have developed similar Passion Plays with different sequences or endings. [DMs are encouraged to write their own plots, and inflict them on unsuspecting PCs… ]

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Pearl (a.k.a. Augustus's Gopping Dragon) (Cab) Range: 30' Duration: 3 turns Effect: Summons pearl

To research this spell, the caster must obtain the heart and brain from two different huge evil gemstone dragons.

This spell creates a carbon copy of the mortal avatar of Pearl, goddess of all chaotic dragons. She obeys the caster for the duration of the spell, taking whatever evil liberties to cause more destruction that she can while doing so.

Pearl is aware of the existence of this spell and is, presumably, biding her time before dealing with Augustus...

Ravennis’ Exchange (Carl Q) Range: 10’ Duration: permanent Effect: Exchange of attributes

This powerful, subtle spell is named for the Blackheart-native Mage who created the modern version, now in use by a handful of powerful Wizards, but its origins lie much further in the past; indeed, the current spell is based heavily on fragments of Taymoran lore, painstakingly researched and deciphered over many decades.

Stated bluntly, Ravennis’ Exchange allows the caster to permanently exchange any one characteristic or attribute possessed by one creature for the corresponding one in another. One of the subjects may be the caster, if desired, but that is by no means mandatory. The exchanged aspect is entirely up to the caster, but can include one of the six attributes (strength, dexterity, intelligence, wisdom, charisma, constitution); total number of hp; age; sex; race; weight; height; and so on. There is at least one recorded instance of a Mage who used the spell to transfer a Geas from herself to an unwitting, and unwilling, host.

The spell requires the caster to brew a complex philtre to serve as a material component for the spell. Manufacturing the philtre involves a long list of rare, expensive, or difficult-to-acquire ingredients, which vary according to the caster’s ultimate aim and must be extensively researched beforehand. Amongst those needed in all versions of the serum are flesh samples from an Adaptor or a Metamorph; powdered Aranea skin; and heart’s blood taken from both of the chosen subjects. The cost of acquisition varies according to the end result, but is never less than 10,000 gp, and may rise to many hundreds of thousands of gold pieces. The sheer quantity of ingredients will require a large cauldron to hold them whilst they simmer over a hot flame.

Casting the spell takes between one to four hours [roll on 1d4], and requires a successful Save vs. Spells for each hour needed. Failure of even one saving throw will ruin the spell. Both of the chosen subjects must remain within 10’ of the caster for the entire period, which (in the case of unwilling victims) may require physical or magical restraints. Once the spell is cast, the philtre (which by this time will have distilled down into a midnight-blue syrup, just enough to fill a glass vial) absorbs the magic; this must then be drunk - or forced into the body of an unwilling imbiber somehow; perhaps by

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injection - by both parties. The caster finally speaks the three key words which activate the exchange: “PHADOLAI MURUTANTUM CODRILOS” (in ancient Taymoran: “in my name, make the exchange”). At this stage, if one or more of the subjects is unwilling, a Save vs Death may be made; if successful, the spell fails, or goes awry in some fashion (DMs are encouraged to be creative).

[DM's option: the Caster's level may be compared to the HD/level of the one making the saving throw, and a penalty applied for those of ten levels/HD lower than the caster - this should reflect the strength of the caster's will and raw magical power.]

Only one change may be made per casting. The effect cannot be dispelled or reversed by anything short of a Wish; as a consequence, the Day of Dread has no effect on this spell. Note that using a Wish to simply restore one victim has no equivalent effect on the other. It is rumoured that at least one Taymoran Necromancer managed to extend his lifespan by thousands of years by use of this spell.

Sleep-Curse (Dawn of the Emperors) Range: 5,400' radius Duration: 100 years or special Effect: Puts victims into suspended animation Limitations: Available only to magic users of 36th level. The caster loses two experience levels and permanently loses 3d6 hit points upon casting the spell.

Persons under 5th level and creatures under 4HD get no save. "This spell is initially cast on a single victim. If that person makes his saving throw, nothing happens. But if he is too low a level to have a saving throw, or fails his saving throw: (1) All persons and creatures within the radius of effect must make their own saving throws, if their high enough, or fall victim to the spell. (2) Everyone who falls victim to the spell lies down where he is and enters a state of suspended animation. (3) The entire area of the spell effect is swiftly (within 6 turns) overgrown with massive creeping vines, thorn-bushes, and other obstructive vegetation. (4) The entire area of the spell effect becomes eerie and uncomfortable. Normal animals will not enter the area. Humans of under 4th level will not willingly enter the area; if dragged in, they make every effort to leave. (5) the people and animals who succumbed to the spell remain in suspended animation for 100 years or until the conditions named with the spell are met. They do not age; animals and monsters will not feed on them. They take no damage from attacks. Victims who are carried outside the area of effect remain the same - they do not awaken."

"When casting the spell, the caster must specify some sort of key action which will undo all the effects of the spell."

"The persons within the spell effect who do make their saving throws aren't entirely unaffected. They still fall asleep, for 1d6 hours, and are magically transported to the very edge of the spell effect."

The caster is unaffected by this spell.

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Solidify (QuantumEFX) Range: 120' Duration: Instantaneous Effect: Slays or stuns one creature

A single victim with 1 to 60 HP is automatically slain (no save); one with 61-120 HP is stunned (as per power word stun) and unable to act for 1d4 turns (no save); no creature with 121 or more HP is affected.

The Last Battle (Carl Q) Range: Touch Duration: 1 day Effect: boosts target’s power

This nearly-mythical spell is the subject of much misinformation and exaggeration concerning its properties. Some tales describe its users as taking on Immortal characteristics, and being carried off to dwell forever in Pandius when their task is done. While this is patently untrue, the spell does grant incredible power - for a correspondingly steep price.

The Last Battle (also known as Immortal Fury and Ascendancy, in some quarters) may be cast upon either a volunteer, or upon the caster herself. Unusually for such a high-level spell, it requires little in the way of preparation, and takes a short time - less than ten minutes - to cast. It is best employed just before a known battle. The spell is written and spoken in a guttural, almost bestial tongue, far removed from the normal, fluid magical language; on top of the normal Read Magic requirement, an intelligence of 18+ and a Read Languages spell is necessary to comprehend the written text.

The caster - whether knowingly or not - invokes Entropic powers when casting this spell; Good-aligned casters will feel a slimy, bone-deep coldness invade their souls while casting, as if they were bathing in the foulest ichor. As a consequence, Good casters must save vs. Spells at -3 to cast the spell correctly, Neutrals at -1, and Evil characters with no penalty. A failure causes a loss of two experience levels, and - if the spell is to be cast on another - causes the effect to centre on the caster herself. Even if the save is made, casting this spell costs the mage one experience level and causes her to suffer 2d6 hp damage - the latter may be recovered by rest, not magic, and the former only by building up experience as normal (Restoration spells are ineffective). The spell effect itself occurs, whether the save is successful or not.

If cast successfully, the recipient gains the following benefits:

- The recipient functions as if two levels higher than normal in all ways (hit points, spells, saving throws, etc.) - this can offset the results of a "failed" casting. 36th level is still the maximum. To meet the increased-spell quota, a Mage will find random spells from her spellbooks pop into her head; a Cleric will likewise receive additional random spells, but will hear a spine-chilling laugh in the back of her mind as they appear.

- The recipient’s Strength score increases by 2 points (scores above 18 are possible - use the Strength tables in Wrath of the Immortals to determine the effect of this).

- The recipient regenerates damage at a rate of 3 hp/round. This includes fire and acid damage.

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- The recipient gains 25% Anti-Magic/Magic Resistance. This does not affect spells cast by the recipient herself.

- The recipient’s armour and weapons (if any) increase in magical potency. All such items used or carried, whether magical or not, gain +2 modifiers - so Plate mail +2 becomes Plate mail +4 for the duration, while a set of non-magical Field Plate becomes Field Plate +2. As with the Strength score, above, this can break normal limits; the owner of a Long Sword +5 would find himself wielding a Long Sword +7 for the duration of this spell. Items augmented in this fashion do not retain their enchantment if dropped or passed on, however - the aforementioned Long Sword +7 reverts to a "mere" Long Sword +5 in the hands of anyone else.

- Spellcasting recipients will find that all attack-spells cause maximum possible damage for their type. As already stated, the above-mentioned Anti-Magic does not interfere with either this effect nor the previous one.

- The recipient gains the power to Fly magically at the speed of 360’, manoeuvrability class A, for the duration of the spell.

While this spell does provide vast benefits, it also comes with a terrible penalty. Precisely twenty-four hours after the spell is cast the sky darkens with roiling clouds, a stiff wind starts up, and above the recipient’s head a dark rift opens which pulls the hapless victim into it, then snaps shut with a thunderclap. There is no Saving Throw allowed to avoid this, nor any means of resisting the rift’s pull; once the rift closes, the character is forever gone, beyond recovery even by a Wish (and a Clone spell will create a new, 1st-level character, just as if the vanished character had become Immortal). Consequently, the spell is rarely cast unless there is no other choice. Note that the recipient must be a volunteer; attempting to cast the spell on an enemy as a death-sentence will always fail, causing the spell to descend on the caster instead.

[DM’s Note: There are rumours, currently unsubstantiated but nevertheless tenacious, that the souls of beings consumed by this spell are converted into "Special" Undead - for example, Death Leeches (see module CM2 for details) - by the powers of Entropy; thus, it is entirely possible that a high-level party could come into conflict with their former companion - though it is unlikely that either would ever be aware of that fact, unless the DM wishes otherwise...further rumours (which in this case are whispered furtively, for fear of attracting unwanted attention) say that the spell was created by the Immortal Masauwu himself, as another means of recruiting powerful souls to swell Entropy’s legions - and to deny those souls to the other four Spheres.]

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The Thothian Enchantment (Dragon Magazine March 1991 Page 44) Range: Special Duration: Permanent Effect: Binds spirit of being to an object

A two part spell that binds a sentient creature to an object, usually a vessel.

The 1st part of the spell binds the life force of a creature into an object, not unlike a magic jar spell, but the creature still has it's knowledge and any non-physical abilities and skills.

The 2nd part compels the creature's psyche to bind with the object to give the object a form of sentient thought.

The 1st part of the spell is straight forward, the victim must fail their save vs. spells. If he/she/it fails it is bound to the object in a fashion similar to a magic jar. The 2nd part of the spell is more complex. The caster takes the victim's body, and while looking into it's eyes, becomes a sort of gate to the Plane of Nightmares. The victim is then bound in the Plane of Nightmares until the spell is complete.

Once the victim is in the Plane of Nightmares, the object enchantment may be started. While enchanting the item, the caster cannot cast any other spells, use any magical items or magical abilities until the enchantment is complete.

Every 2d12 hours the caster must pass a temporary insanity check. Magic Users must pass an Intelligence ability score test and a Cleric must pass a Wisdom test. If they fail the test, they loose a half a day's work and will remain insane for 1d4 additional days. Furthermore the caster will temporarily loose 1 point of intelligence (or wisdom for a cleric) with every test failed. Three consecutive failures means the spell has been ruined, the item returns to normal, the victim is lost in the Plane of Nightmares as a semi-mindless husk and the caster become permanently insane and phases into the Plane of Nightmares as well. Lost intelligence for an isolated test loss is restored for every 5 passes tests, 1 per 2d12 hours. The the caster sleeps or at least doesn't work the enchantment he/she/it gains a +5 bonus on the restoring tests.

The enchantment requires 360 hours of work to complete less 12 hours per intelligence (or wisdom for cleric) ability score. Thus a mage with an 18 Intelligence would only require 144 hours of work. The caster may interrupt the work for as long as needed but will still be required to take the tests every 2d12 hours.

The spell automatically works if the caster hasn't become insane by the time the enchantment is complete. Upon completion the caster and the victim's souls to the object. The caster is then able to control the object through the bound victim's mind. The victim can reshape the object at will and physically move any part of the object that is mobile. If the object is mobile, the victim can control the object's path of movement. Conflicts between the victim and the caster may occur, and they are treated in a similar manner as conflicts with intelligent swords.

When the caster dies, the object will loose its powers and the creature's soul will be freed. If the object is destroyed, the caster instantly dies and the creature's soul is consumed by the spell. The enchantment is permanent and cannot be broken by mortal magic.

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Time Gate (Carl Q) Range: 30’ Duration: 24 hours Effect: creates temporal aperture

This mighty spell was devised by a great mage, his name now lost to history, who lived during the height of Blackmoorian civilisation. It involves aspects of Technomancy in its operation. An expansion of the still-used Gate spell, this dweomer creates a temporary portal into the past. The caster must build or commission a large, arch-shaped structure, at least 12’ tall by 6’ wide, constructed of steel or marble and inlaid with filigree and wire of gold, silver, and electrum. The arch should cost no less than 250,000 gp and takes at least 6 months to make. This arch is the focus for the spell, and may be reused. The caster must select how far into the past he wishes to reach; there is a base 20% chance of reaching the correct time, +/-5 years, with +1% per two levels (rounded up) of the caster; a further 5% for each successful trip the caster has made before; and a base 20% extra bonus if the caster has an item from the period in hand, either a relic or a souvenir of a previous trip (this is consumed in the casting). The maximum chance of success is 85%. Once cast, the spell creates a portal to the past time which lasts for 24 hours. During this time, any number of beings or objects may pass through from either side, but those who are still in the past when the spell expires are trapped - no arch exists at this end. NB: the spell does not permit spatial travel, except to allow the traveller to arrive at ground level - building the arch on a mountain and travelling back to a period before it appeared will not cause the portal to terminate in mid-air. However, a traveller might find himself emerging at the surface of a long-vanished ocean..... Moreover, an arch, once built, may never be moved; to visit a different spatial location involves building a new arch at that site.

This spell was originally designed to enable travel into one’s own past; however, the Immortals of Time, realising the potential for abuse this spell provided, altered its effect. The spell actually creates a portal to an alternate past, fundamentally identical to the real period, but not connected to this universe’s timeline - hence, for example, a legendary figure might be killed or saved, or even come through to the future-time, but the Mystaran past remains inviolate. Repeated visits to the same period through the same arch will occur in the same altered universe. A regular time-traveller who later visits a more recent period might find a world far different from the one in the history books...

The Immortals placed a few booby-traps into the spell; any attempt to bring Carnifex, active Burrowers, or other world-threatening creatures through to the present day will cause the arch to explode, possibly killing anyone within 50’ of the portal on either side and certainly trapping the forbidden beings in the past (This trap may also apply to forbidden lore, deadly Blackmoorian technology, or anything else likely to screw up the DM’s campaign). The Time Gate spell has been lost since the destruction of Blackmoor, but copies might still exist - inscribed on metal sheets, locked in a vacuum-sealed case, etc. - for the PCs to find. Discovering its existence, locating a copy of the spell, building the arch (plans included in the spell, of course) and visiting a particular "past" might form a major part of a quest for Immortality.

Transcend Life Force (GAZ 13) Range: Caster Duration: 2d12 hours Effect: Attempt to reach Immortality

The caster contacts his/her/its immortal patron and has a special quest revealed. If this quest is adequately completed, the character gains substantial standing on his/her/its path to immortality.

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10th Level Spells

Disana’s Rulebook (Carl Q) Duration: permanent Range: planetary/planar Effect: alters magic

Of the lost realm of Lhomarr, many tales have been told over the centuries; but history became legend, became myth, became fireside stories with no more than the merest breath of truth to them. Many of these tales tell of miracles, and of magics far greater than any known today. Only the wisest and most knowledgeable Sages realise that these wild stories may actually have truth to back them up. But if that is the case, the Sages say, what was it that caused the diminution of magic? Why are modern Magi so much more limited today than were the Great Ones of old? The answer may lie in the lost tale of Disana.

Disana, the stories say, was a Research-Mage of unsurpassed brilliance; the mightiest Battle-Magi of the age (the most knowledgeable Sages of Selhomarr agree that the most likely period for Disana's existence would be circa BC 7360) could not begin to approach her in terms of intellect. Those who knew her declared that she must be the child of an Immortal, for no mortal scion could possibly be so clever! However, her fame was surprisingly small, for Disana was as unassuming as she was intelligent.

The creation of the spell known as Disana's Rulebook came about for the most prosaic of reasons; Disana’s irritation towards the duelling Magi who constantly interrupted her researches with their noisy, flashy, apocalyptic magics. She was frequently called out by commoners and kings alike to undo the reality-warping effects of powerful spells, wasting time she could more profitably use for her own purposes. Disana herself had taken part in the Lhomarr-Carnifex War in her youth, and had been sickened by the destruction that war had wrought. For the next twenty years, she bent her prodigious intellect towards finding a way to curb what she considered childish displays of pique by her so-called peers. Eventually, she devised a subtle and elegant spell which tapped into the very root of magic; a spell which would cause all spellcasters to obey its instructions – the spell she called her Rulebook.

Disana’s Rulebook is, or rather was, a metamagic – a spell which affects the laws of magic directly. Using this spell, the caster could alter the workings of a particular spell (or group of spells) in any way she chose, permanently. This affected all future castings of the spell by any Mage on the planet – or perhaps the entire Plane. As a prime example of its effect, the law which prevents any indirect-damage spell from inflicting more than 20HD of damage in a single casting was enforced by this spell, which forever saved Mystara from spells capable of destroying whole races of beings with a single casting. No manner of mortal magic can reverse the effects of the Rulebook, except by casting the spell again – a feat which is no longer possible, for the final use of Disana’s Rulebook limited mortal sorcery to the 9th level of power forever, except in rare circumstances. Of course, Immortal-level magic is capable of far more than 9th level effects, and could negate or reverse the effects of the Rulebook; but for their own reasons, no Immortal has ever seen fit to do so.

The final fate of Disana is a matter of some conjecture. It is known that a huge number of powerful Magi, fearing for their hard-won power, converged on Disana’s tower wielding their deadliest spells, intent on wiping her from the face of the world. In some stories, they succeeded, obliterating Disana,

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the tower, a swathe of land two miles across and – incidentally – themselves. Other tales say that Disana was taken up by the Immortals, becoming an Exalted being, before the Magi could harm her – and that the Magi were robbed of their powers and their wits, so they were forced into becoming the meanest of beggars to survive. A third tale – part of an old comic song, which is what the legend has fallen to in some quarters – has Disana looking out of her window, seeing a horde of deadly, murderous Wizards, giving a great and weary sigh, and casting her spell – which caused every other spell in the world to transform its caster into an earthworm. The song states that Disana’s garden had the best-turned soil for ever afterwards… (of course, if this is true, she must have reversed the spell later, or there would be a lot more earthworms and a lot less Magi around today.)

So ends the Tale of Disana. Truth? Fiction? A clever children’s tale to explain the limits of modern magic, or the true history of magic’s fall? No mortal will ever know for sure – and the Immortals keep their own counsel….

NB: Geoff, excuse the use of Lhomarr in the above - I hope it doesn't clash too much with your own vision, I'm ashamed to admit that it's been a while since I reread the Selhomarr Gazetteer. If you have any corrections you'd like me to make in background detail, just let me know. Apart from that, what do you think?

[NB: the above spell has been rewritten (and renamed) to incorporate Geoff's improvements, as suggested further down this thread. Many thanks to Geoff for the dating and naming suggestions.]

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Impact! (QuantumEFX)Range: Caster Duration: 6 turns Effect: Summons an asteroid.

A horrific spell long since forgotten and now no longer able to be cast by mere mortal magic. This is s simple spell, it summons an asteroid to crash where the caster is standing. The caster must concentrate and focus his/her/its power to bring the huge rock near the planet and accelerate it to unbelievable speed towards himself/herself/itself.

On the last round before the impact the caster may act. He/she/it must save vs spells. If the save is made, and for that level of caster it usually is, the caster has just enough magic left to cast any one spell (i.e. Teleport). If the save is failed, a spell cannot be cast but any magical device, or item, can still be used. Such as a wand of teleport or an already open gate. By this point in time the asteroids' course is set and nothing, short of immortal magic, can change things.

Everything within a 5 mile radius of the impact spot is destroyed, except greater or major artefacts, with no save. Everything outside this areas takes 20d100 points of damage (save vs death ray for half damage) less 1d100 per full mile outward from the impact centre. I.e. 15D100 damage is taken by those within 5 to 6 miles of the impact, 1d100 from 19 to 20 miles, etc. Things outside the 20 mile radius of the impact spot are safe from any damage.

If the caster looses concentration within the 1st 5 turns of casting this spell, the asteroid veers off and misses the planet. Within 5 turns 0 rounds to 5 turns 45 rounds the asteroid harmlessly breaks up in the planet's atmosphere and does no damage. From 5 turns 46 rounds on the asteroid will hit. For each round left before impact roll a d8. This number less 1, i.e. 1D8-1, is the number of miles the asteroid strays from the intended course. Then roll a d8 to determine the direction it strays (1=north, 2= north east, etc.). Either way, after 5 turns 45 rounds, something is going to be destroyed.